------------------------------------------------------------------------------- QUAKE GAME MULTIMEDIA FOR PC, NINTENDO 64 AND SEGA SATURN CHEAT CODES REVISION 02/15/2020 ------------------------------------------------------------------------------- TOPICS IN ORDER OF APPEARANCE | TOPICS IN ALPHABETICAL ORDER ============================= | ============================ 0. Introduction | Glossary (6) 1. Quake Cheat Codes: General | Introduction (0) 2. PC Quake Cheat Codes | Nintendo 64 Quake Cheat Functions (3) 3. Nintendo 64 Quake Cheat Functions | PC Quake Cheat Codes (2) 4. Sega Saturn Quake: Cheat Codes | Quake Cheat Codes: General (1) 5. Sega Saturn Quake: "Easter Eggs" | Sega Saturn Quake: Cheat Codes (4) 6. Glossary | Sega Saturn Quake: "Easter Eggs" (5) ------------------------------------------------------------------------------- 0. INTRODUCTION =============== o This document provides detailed information on the cheat codes/functions that are built into various Quake 1 games. o In this document, cheats for each game are given in a quick-reference format, followed by a more detailed explanation. For the game-console-based Quake games, added detail is provided on controller uses and functions. A list of maps accessible through cheats is also provided for each game. o "Command-line parameters" (special external commands for PC Quake games) are not included in this document. These commands are described in the Quake documentation files included with the game. o Other computer-based editions of PC Quake 1 exist, however they are identical in most aspects to the PC game, and so are not specifically addressed in this document. Editions of Quake not currently addressed here may be included in future updates. o This document is 79 characters wide, and is best viewed in a monospaced font. The master HTML version is located here: http://Ledmeister.com/quakecht.htm The master text version is located here: http://Ledmeister.com/quakecht.txt 1. QUAKE CHEAT CODES: GENERAL ============================= o Built-in cheat codes/functions available, quick-reference table: | PC | N64 | Saturn Description of cheat code/function/mode | Quake | Quake | Quake -----------------------------------------|-------|-------|------- Player is immune to gravity ("fly" mode).|.Yes...|.No....|.Yes... Give one specified weapon to player......|.Yes...|.No....|.No.... Give one specified ammo type to player...|.Yes...|.No....|.No.... Change player's health (no other effect).|.Yes...|.No....|.Yes... Player is invincible.....................|.Yes...|.Yes...|.Yes... Player gains all weapons, ammo, no keys..|.No....|.Yes...|.Yes... Player gains all weapons, ammo, two keys.|.Yes...|.No....|.No.... Give Rune(s) to player...................|.Yes...|.No....|.Yes... Give Quad-Damage Artifact to player......|.Yes...|.No....|.No.... Kill player (restart on current map).....|.Yes...|.No....|.Yes... Player can move through solid surfaces...|.Yes...|.No....|.No.... Unprovoked monsters cannot detect player.|.Yes...|.Yes...|.No.... All solid surfaces are brightly lit......|.Yes...|.No....|.No.... Display dynamic map of explored areas....|.No....|.No....|.Yes... Warp to another map level................|.Yes...|.Yes...|.Yes... Change skill level on current map........|.Yes...|.No....|.Yes... Player can fire enemy-type projectiles...|.No....|.No....|.Yes... Player can fire "cluster bomb" rockets...|.No....|.No....|.Yes... Alter skin/costume of certain monsters...|.No....|.No....|.Yes... Toggle outdoor rain effect on/off........|.No....|.No....|.Yes... Toggle nailgun nail tracers on/off.......|.No....|.No....|.Yes... Display game credits or special messages.|.No....|.No....|.Yes... ----------------------------------------------------------------------------- Notes: For details, see the relevant sections on PC, N64 and Saturn Quake. o All versions of Quake include cheats that can be "toggled": Entering a code (or performing a procedure) one time to activate, once again to deactivate. o Keys are always removed from the player's inventory upon exit of the current map level. This remains true whether or not the keys were acquired through a cheat code, or whether or not a Warp code was used to exit the map. o If a player character's health is above 100%, health will be lowered down to 100% upon exit of the current map level. This remains true whether or not the player character is "invincible", and/or exits the map through the use of a Warp code. 2. PC QUAKE CHEAT CODES ======================= o Notes: PC Quake has a built-in interface option called the "Console", which is typically activated during a game in progress by tapping the "tilde" key (having ~ and ` symbols), or by selecting GO TO CONSOLE on the Options menu. This opens a window on the upper section of the game screen, allowing the player to type in a variety of commands that can alter aspects of gameplay. Listed below are some of the more common "cheat" codes, and their functions. To enter a code, open the Console window, type the desired code, and press Enter. After all desired codes are entered, the Console window may be closed again by tapping the tilde key or Esc key. o PC Quake 1 cheat codes (entered from within the Console window): fly: Toggle immunity to gravity on/off (when on, D key=up, C key=down) give 3: Acquire double-barrelled shotgun give 4: Acquire nailgun give 5: Acquire super nailgun ("Perforator" weapon) give 6: Acquire grenade launcher give 7: Acquire rocket launcher give 8: Acquire Thunderbolt (lightning-bolt weapon) give c #: Have # energy cells (# is any number from 0 to 16777215) give n #: Have # nails (# is any number from 0 to 16777215) give r #: Have # rockets/grenades (# is any number from 0 to 16777215) give s #: Have # shotgun shells (# is any number from 0 to 16777215) give h #: Have # percent health until next map (# is any number, 1 to 32767) god: Toggle player's invincibility on/off (toggled off upon map exit or Warp) impulse 9: Acquire all weapons, maximum ammo plus 100 cells, and both keys impulse 11: Add a Rune to player's inventory (to a maximum of 4 Runes) impulse 255 (or impulse -1): Acquire Quad-Damage Artifact (30-second limit) kill: Begin again on current map (with original health, weapons, ammo, etc.) map e#m#: Warp to new map (first # is Episode number, second # is map number) map dm#: Warp to Deathmatch Arena map # (# is a single-digit number, 1 to 6) map end: Warp to the final regular-play map "SHUB-NIGGURATH'S PIT" map start: Warp to the "INTRODUCTION" map, where player chooses Skill/Episode noclip: Toggle walk-through-walls mode on/off (when on, D key=up, C key=down) notarget: Toggle ability of unprovoked monsters to detect player off/on r_fullbright 1: All solid surfaces are bright (cancelled by r_fullbright 0) skill #: Set skill to # (# is 0 to 3: 0=Easy, 1=Normal, 2=Hard, 3=Nightmare) ----------------------------------------------------------------------------- Notes: The "fly" code nullifies gravity's effect on the player character, but can also inhibit, or interfere with, normal walking/climbing/jumping actions. The "fly" and "noclip" (walk through walls) codes are mutually exclusive; toggling one on will toggle the other off. During "fly" mode or walk-through-walls mode, the "swim up" and "swim down" keys (D and C by default) allow the player to move vertically up and down. Note that if "fly" mode is toggled on while the player character is under water or touching a corrosive, then virtual contact with the water/corrosive is established, and damage to health can occur until the code is deactivated. Ammo-level displays may not automatically update when using the "give ammo" code. An update can occur if a player switches weapons or picks up an item. Status and Inventory bars can only display ammo-level values of 0 to 255. Ammo levels exceeding the normal maximum limit will be reduced down to that limit if a player character picks up any weapon, backpack, or ammo box. Note that the "give h #" code will "kill" the player character if "#" is less than 1. (Re-entering the code with a value above 0 may reverse this effect.) The status bar can only display (the last) 3 digits of any health value. The invincibility ("god") code does not protect a player character's armor. The "kill" code kills the player character (even if "invincible"), who then restarts on the current map with the health, weapons, etc. possessed when the player first appeared on the map. When the "notarget" code is active, most monsters will remain in "wait" mode or "patrol" mode unless/until they are harmed. The code will have no effect on monsters that have already detected the player character, nor will the code be effective on map level E1M7, "THE HOUSE OF CHTHON". The "noclip" ("walk through walls") code allows the player character to move with suppressed momentum, and pass through solid objects while maintaining an ability to pick up items and/or use teleporters. The code also will provide protection against crushing/stabbing traps, corrosives, and drowning. Note that the "fly", "god", "noclip" and "notarget" codes are all deactivated when a player character exits the current map level, or is killed. The "r_fullbright 1" code remains active until "r_fullbright 0" is entered. Note that monsters are always lit normally for their location, whether or not the surfaces around them are brightened. The "skill #" code will not affect the number of monsters on the current map. All codes are disabled during multiplayer games, with the exception of "impulse 11" (acquire runes), "kill" (which removes 2 Frags from the player) and the "map" (warp) codes. o Interaction of cheat codes with other game functions in PC Quake: |Can |Kept in |Exit |Warping|Death |New game Description of cheat |toggle|saved |cancels |cancels|cancels |cancels function or mode |code |games |code |code |code |code ---------------------|------|---------|--------|-------|--------|-------- Zero-G/"flying" mode.|Yes...|Yes......|Yes.....|Yes....|Yes.....|Yes..... Acquire one weapon...|No....|Yes......|No......|Yes....|Pre-exit|Yes..... Change ammo level....|New #.|Yes......|No......|Yes....|Pre-exit|Yes..... Change health level..|New #.|Yes......|If >100%|Yes....|Pre-exit|Yes..... Player is invincible.|Yes...|Yes......|Yes.....|Yes....|Yes.....|Yes..... Maximize weapons/ammo|No....|Yes......|No......|Yes....|Pre-exit|Yes..... Add Rune to inventory|No....|Yes......|No......|Yes....|Pre-exit|Yes..... Get Quad Damage item.|No....|Yes......|Yes.....|Yes....|Yes.....|Yes..... Walk through walls...|Yes...|Yes......|Yes.....|Yes....|Yes.....|Yes..... Stealth mode.........|Yes...|Yes......|Yes.....|Yes....|Yes.....|Yes..... Brighten surfaces....|New #.|No.......|No......|No.....|No......|No...... Change skill level...|New #.|Post-exit|No......|No.....|No......|Yes..... ----------------------------------------------------------------------------- Notes: "New #" means that a function or effect can only be "toggled" by changing the value specified in the code. "Pre-exit" means that the effects of the code may be cancelled if the player character is killed before leaving the current map by exiting or warping. If a player character's health is above 100%, health will be lowered down to 100% upon exit of the current map level. A change in skill level will not be preserved in games that are saved before the player character exits the map. (Any effect of the "skill" code may only be preserved "post-exit".) Note that the "fly", "god", "noclip" and "notarget" codes are all deactivated when a player character exits the current map level, or is killed. o Map level warp guide for PC Quake: Map name | Map ID ---------------------|------- INTRODUCTION.........|.START. ---------------------|------- THE SLIPGATE COMPLEX.|.E1M1.. CASTLE OF THE DAMNED.|.E1M2.. THE NECROPOLIS.......|.E1M3.. THE GRISLY GROTTO....|.E1M4.. GLOOM KEEP...........|.E1M5.. THE DOOR TO CHTHON...|.E1M6.. THE HOUSE OF CHTHON..|.E1M7.. ZIGGURAT VERTIGO.....|.E1M8.. ---------------------|------- THE INSTALLATION.....|.E2M1.. THE OGRE CITADEL.....|.E2M2.. THE CRYPT OF DECAY...|.E2M3.. THE EBON FORTRESS....|.E2M4.. THE WIZARD'S MANSE...|.E2M5.. THE DISMAL OUBLIETTE.|.E2M6.. THE UNDEREARTH.......|.E2M7.. ---------------------|------- TERMINATION CENTRAL..|.E3M1.. THE VAULTS OF ZIN....|.E3M2.. THE TOMB OF TERROR...|.E3M3.. SATAN'S DARK DELIGHT.|.E3M4.. THE WIND TUNNELS.....|.E3M5.. CHAMBERS OF TORMENT..|.E3M6.. THE HAUNTED HALLS....|.E3M7.. ---------------------|------- THE SEWAGE SYSTEM....|.E4M1.. THE TOWER OF DESPAIR.|.E4M2.. THE ELDER GOD SHRINE.|.E4M3.. THE PALACE OF HATE...|.E4M4.. HELL'S ATRIUM........|.E4M5.. THE PAIN MAZE........|.E4M6.. AZURE AGONY..........|.E4M7.. THE NAMELESS CITY....|.E4M8.. ---------------------|------- SHUB-NIGGURATH'S PIT.|.END... ---------------------|------- PLACE OF TWO DEATHS..|.DM1... CLAUSTROPHOBOPOLIS...|.DM2... THE ABANDONED BASE...|.DM3... THE BAD PLACE........|.DM4... THE CISTERN..........|.DM5... THE DARK ZONE........|.DM6... ----------------------------------------------------------------------------- Notes: Warp codes must be entered from within the game's "Console" window. Maps DM1 through DM6 are "Deathmatch Arena" maps. 3. NINTENDO 64 QUAKE CHEAT FUNCTIONS ==================================== o Notes: This game is also known as "Quake 64". o N64 Quake includes an "Options" menu which may be accessed by the player at any time. Normally this menu lists only six items: AUDIO, VIDEO, CONTROLS, LOAD SETUP, SAVE SETUP and RETURN. N64 Quake's cheat options are accessible through a seventh menu item, "DEBUG", which is initially hidden and disabled. To enable DEBUG, enter the special "invalid" password QQQQ QQQQ QQQQ QQQQ. (To access the Password screen, select LOAD from the Main menu, then tap B to bypass any Pak prompts. After entering the password, press B again to exit.) Select DEBUG from the Options menu to bring up the new "DEBUG OPTIONS" menu. The Debug Options menu will remain accessible in single-player mode until the game system is reset or powered down; Starting new games, loading saved games or entering new passwords will not disable the Debug Options menu. o The Debug Options menu is only accessible in single-player games; All cheats are disabled in multiplayer (Deathmatch) games. o N64 Quake Debug Options menu (password QQQQ QQQQ QQQQ QQQQ enables): START MAP > 1 GOD MODE OFF WEAPONS OFF TARGET ON RETURN ----------------------------------------------------------------------------- Notes: ">" is a triangular pointer that appears among the menu selections. The Debug Options menu is shown here with its initial values and settings. o N64 Quake Debug Options menu, items and functions: START MAP: Select the map where the next new game will begin (map 1 to 25) GOD MODE: Toggle player invincibility on/off WEAPONS: Toggle full arms/ammo on (current map and new games/Episodes) or off TARGET: Toggle ability of unprovoked monsters to detect player off/on RETURN: Exit the Debug Options menu ----------------------------------------------------------------------------- Notes: To select a cheat option, first move the selection pointer (with the joystick or left-hand Directional pad) up or down to the desired item on the Debug Options menu. The number next to the "START MAP" item may be changed with the joystick, or the left/right arrows on the controller's Directional pad. Note that only the 25 single-player maps are accessible; the 7 Deathmatch maps are not. "GOD MODE" (invincibility) may be toggled on or off by pressing the A button. Toggling invincibility on will immediately set the player's health to 100%. Invincibility will maintain health at 100%, but does not protect armor. "WEAPONS" may be toggled on or off by pressing the A button. When toggled to "ON" the player character will instantly receive all weapons and maximum ammo for each. Note that the status bar may not show a change in ammo levels when toggling WEAPONS to "ON". The ammo display can update once a player switches weapons or picks up an item. Note that a player's inventory is automatically reset when first entering maps 1, 8, 13 and 19. If WEAPONS is on when the player first appears on these maps, then the player's weapons and ammo will be maximized; If WEAPONS is off when first appearing on these maps, then the player's inventory will be reset to the default starting status of an axe, a shotgun, and 25 shells. Toggling WEAPONS to "OFF" will not immediately remove weapons/ammo that the player is currently holding. However if WEAPONS has been toggled off and the player character dies before reaching an exit, weapons and ammo may be lost when the game resumes. (This can vary depending on when the WEAPONS function was initially toggled on.) "TARGET" may be toggled off or on by pressing the A button. If TARGET is off, most monsters will remain in "wait" mode or "patrol" mode, unless/until they are harmed. Note that toggling TARGET mode off will have no effect on monsters that have already detected the player character, nor will this mode be effective on map level 6, "THE HOUSE OF CHTHON". o Interaction of cheat functions with other game functions in N64 Quake: | New game or | Load game | warp cancels | cancels Cheat function or mode | function | function --------------------------------|--------------|---------- START MAP (new-game/"warp" map).|.Resets to 1..|.No....... GOD MODE (player is invincible).|.No...........|.No....... WEAPONS (maximize weapons/ammo).|.No...........|.Bypassed. TARGET (stealth mode)...........|.No...........|.No....... ----------------------------------------------------------------------------- Notes: The "START MAP" value is reset to 1 after any new game begins. The "GOD MODE", "WEAPONS" and "TARGET" functions will retain their "ON"/"OFF" settings until manually changed by the player, or until the game system is reset or powered down. Note that a loaded game will only provide the inventory that was originally saved, even if the game is loaded while WEAPONS is ON. To increase a low weapons/ammo status after a game is loaded, WEAPONS must be toggled from OFF to ON (even if WEAPONS was already ON when the game was loaded). This is also true when restarting a map after loading a game. Note that a player's inventory is automatically reset when first entering maps 1, 8, 13 and 19. If WEAPONS is on when the player first appears on these maps, then the player's weapons and ammo will be maximized; If WEAPONS is off when first appearing on these maps, then the player's inventory will be reset to the default starting status of an axe, a shotgun, and 25 shells. A player character's death will not deactivate or toggle any cheat function; However, if WEAPONS is toggled off, and then the player character dies before reaching an exit, weapons and ammo may be lost when the game resumes. (This can vary depending on when the WEAPONS function was initially toggled on.) With the exception of items acquired by toggling WEAPONS on, cheat functions and effects are not preserved in saved games. (A cheat function/mode that is active when a game is saved will be inactive if the game is restored in an environment where the function/mode is currently off.) o Standard N64 controller, physical layout of controls: | Face of | Top edge of | Back of Controller feature | controller | controller | controller ----------------------|------------|-------------|----------- (+) = Directional pad | | | A = A button | | | | | | B = B button | --------- | ----|---- | --------- C = "C" buttons | C | L ' R | J = Joystick | (+) SBC C | --------- | Z S = Start | J AC | | L = Left "Trigger" | --------- | | --------- R = Right "Trigger" | | | Z = Z button | | | o Map level warp guide for N64 Quake: | Map Map name | number ---------------------|------- THE SLIPGATE COMPLEX.|...1... CASTLE OF THE DAMNED.|...2... THE NECROPOLIS.......|...3... GLOOM KEEP...........|...4... THE DOOR TO CHTHON...|...5... THE HOUSE OF CHTHON..|...6... ZIGGURAT VERTIGO.....|...7... ---------------------|------- THE OGRE CITADEL.....|...8... THE CRYPT OF DECAY...|...9... THE WIZARD'S MANSE...|..10... THE DISMAL OUBLIETTE.|..11... THE UNDEREARTH.......|..12... ---------------------|------- TERMINATION CENTRAL..|..13... THE VAULTS OF ZIN....|..14... THE TOMB OF TERROR...|..15... SATAN'S DARK DELIGHT.|..16... CHAMBERS OF TORMENT..|..17... THE HAUNTED HALLS....|..18... ---------------------|------- THE TOWER OF DESPAIR.|..19... THE ELDER GOD SHRINE.|..20... THE PALACE OF HATE...|..21... THE PAIN MAZE........|..22... AZURE AGONY..........|..23... SHUB-NIGGURATH'S PIT.|..24... THE NAMELESS CITY....|..25... ----------------------------------------------------------------------------- Notes: The Deathmatch levels are not accessible through the START MAP item on the Debug Options menu. 4. SEGA SATURN QUAKE: CHEAT CODES ================================= o In this document, the Saturn Quake codes are divided into two categories: "cheat codes" and "Easter eggs". This section covers the main cheat codes, as well as the controller descriptions and functions, and a list of maps accessible in the game. See the following section for the Easter-egg codes. o Notes: In Sega Saturn Quake, cheat codes are entered while the game's Options menu is displayed. To use a code, first press Start to pause the game, then select OPTIONS to bring up the Options menu, and move the triangular pointer to the correct menu item (represented in the codes below by initials in parentheses). When entering a code, each of the buttons must be tapped in rapid succession, or the code may be rejected. When a code is accepted, a confirmation message flashes at the center of the screen, behind the Options menu (pressing Start at this point will close the Options menu, making the message easier to read). o Note that all codes use only the left and right shoulder/trigger buttons, and the X, Y and Z buttons; The D-pad (Directional/Digital pad) is not used. o Main cheat codes (entered rapidly while Options-menu items are highlighted): (CC) L R L R Z Y X X Y Z: Toggle map overlay on/off (shows explored areas) (CC) R L X Y Z R L X Y Z: Toggle player invincibility on/off (CC) R R L R X Y Z X Y Z: Alter Analog controller setup/functions (variable) (CC) R X L Z L R Y L R Y: Acquire all weapons and maximum ammo for each (CC) R Y L Y X Y Z X Y Z: Set/reset player's health up or down to 100% (CC) R Z L X Y L R Y L R: Acquire all Runes (when touching Rune on map E1L7) (RTD) R L X Y Z R L X Y Z: Begin again on current map, with original status (RTD) R R L R X Y Z X Y Z: Warp to new map (from START map, or with 4 Runes) (MV) R L X Y Z R L X Y Z: Set current skill level to "Easy" (MV) R R L R X Y Z X Y Z: Set current skill level to "Normal" (MV) R X L Z L R Y L R Y: Set current skill level to "Hard" ("Nightmare") (L) R R L R X Y Z X Y Z: Toggle player's immunity to gravity on/off (AT) R R L R X Y Z X Y Z: Toggle shell/rocket/cell ammo type to enemy/normal (AT) R X L Z L R Y L R Y: Toggle use of 5-grenade rocket warheads on/off ----------------------------------------------------------------------------- Notes: Before entering codes, pause the game, bring up the Options menu, and move the pointer to the appropriate item. Tap the code buttons rapidly to activate the code and display a confirmation message behind the Options menu. In the codes above, Options-menu items are abbreviated in parentheses, where "(CC)" is "CUSTOMIZE CONTROLS", "(RTD)" is "RESET TO DEFAULTS", "(MV)" is "MUSIC VOLUME", "(L)" is "LOOKSPRING" and "(AT)" is "AUTO TARGETING". Note that "L" and "R" in the codes refer to the left and right "shoulder" or "trigger" buttons (along the top edge of a standard Saturn controller). The "map overlay" is a top-down wireframe map that overlaps the first-person view, and provides a dynamic record of explored or viewed areas. An up-arrow at the center of the display represents the player. Areas near the player's current elevation are rendered in white; Higher areas are blue, lower areas are red, and the level of blue/red saturation indicates distance above/below. Invincibility protects both health and armor, and remains on until toggled off (or the game system is reset). The "Analog controller" code will alter the default functions of an Analog/3D controller. Note that this code can only be toggled on while an Analog/3D controller is attached to the left-hand controller port, and while the Mode switch on the controller is set to the analog position (set to the right, at "o"). For further details, see the controller diagrams and notes below. The "all weapons" code does not provide keys, but the code will switch on the gold and silver key indicators in the status bar. To use the "Acquire all Runes" code, a player must be on map E1L7 ("THE HOUSE OF CHTHON"), and must be standing where the Earth Rune is/was floating. Note that a Warp code can only be invoked if A) the player possesses all 4 Runes, or B) the player is on the START ("ENTRANCE") map, and is standing on the right-hand side of the high, flat part of the bridge that leads up to the Normal-skill teleporter. When using the Warp code, a "CHOOSE LEVEL" screen will be displayed, showing the ID and title of the player's current map. Use the Directional/Digital pad to scroll down or up through a wrapping list of all map levels, and press Start to invoke a warp. Note that warping to the "TITLE" map (TITLE.LEV) restarts the game; It is equivalent to selecting QUIT from the Main menu. Skill level codes will not alter the number of monsters on the current map. The "ammo type" code allows the player to use the projectiles of certain monsters that may exist on the player's current map level. When this code is active, the player's shotgun can fire Scrag projectiles, the double-barrelled shotgun can fire Death Knight projectiles, the rocket launcher can fire semi-homing Vore firepods, and the Thunderbolt can fire Enforcer laser bolts. The "5-grenade" (or "cluster bomb") rocket code can allow a player's rockets to break into 5 grenades on impact (fewer, if there are less than 5 rockets/ grenades in the player's inventory when the rocket detonates). Note that the "enemy ammo" code, when active, will suppress the "cluster bomb" code on map levels that include Vore monsters. A cluster-bomb rocket may not break into grenades if it strikes a very close target (or fails to hit a target). When this happens, only 1 rocket/grenade is removed from the player's inventory. When a player's rocket breaks into grenades, the player will not be able to fire again, or switch weapons, until all grenades have detonated. o Interaction of cheat codes with other game functions in Saturn Quake: | Can | Kept in | Exit/Warp | Death | New game Description of cheat | toggle | saved | cancels | cancels | cancels function or mode | code | games | code | code | code -----------------------|--------|---------|-------------|----------|--------- Map image overlay......|.Yes....|.No......|.Yes.........|.Yes......|.Yes..... Player is invincible...|.Yes....|.No......|.No..........|.N/A......|.No...... Change Analog mode.....|.Yes....|.No......|.No..........|.No.......|.No...... Maximize weapons/ammo..|.No.....|.Yes.....|.START entry.|.Pre-exit.|.Yes..... Set health to 100%.....|.No.....|.Yes.....|.No..........|.Pre-exit.|.N/A..... Possess all 4 Runes....|.No.....|.Yes.....|.No..........|.Pre-exit.|.Yes..... Restart on current map.|.No.....|.N/A.....|.N/A.........|.N/A......|.N/A..... Warp to new map........|.No.....|.N/A.....|.N/A.........|.N/A......|.N/A..... Change skill level.....|.No.....|.Yes.....|.No..........|.Pre-exit.|.Yes..... Zero-G/"flying" mode...|.Yes....|.Yes.....|.No..........|.Pre-exit.|.Yes..... Fire enemy projectiles.|.Yes....|.Yes.....|.No..........|.Pre-exit.|.Yes..... Cluster-bomb rockets...|.Yes....|.Yes.....|.No..........|.Pre-exit.|.Yes..... ----------------------------------------------------------------------------- Notes: "N/A" is "Not Applicable". "Pre-exit" means that the effects of the code may be cancelled if the player character is killed before leaving the current map by exiting or warping. Note that a player's inventory can be reset to the default starting status of an axe, a shotgun, and 25 shells whenever the player exits the last map of an Episode and returns to the START ("ENTRANCE") map. o Standard Sega Saturn controller, physical layout of controls: | Face of | Top edge of Controller feature | controller | controller ----------------------|------------|------------ (+) = Directional pad | | A = A button | | | | B = B button | --------- | ----|---- C = C button | XYZ | L ' R L = Left "Trigger" | (+) ABC | --------- R = Right "Trigger" | S | S = Start | --------- | X = X button | | Y = Y button | | Z = Z button | | ----------------------------------------------------------------------------- Notes: The A, B and C buttons, and the Directional/Digital pad are not used when tapping in cheat codes. See below for information on the Analog/3D controller features and functions. o The Sega Saturn Analog/3D controller is a large, rounded controller with both digital and analog controls. It was originally sold in the mid-1990s, often as a pack-in with the Sega Saturn game "Nights Into Dreams". It is somewhat similar in design to the controller for the Sega Dreamcast console, which was the successor to the Saturn. o Sega Saturn Analog/3D controller, physical layout of controls: | Face of | Back of Controller feature | controller | controller ----------------------|------------|----------- (o) = Analog thumbpad | | (+) = Digital pad | | | | A = A button | --------- | ----|---- B = B button | (o) XYZ | " C = C button | (+) ABC | R L L = Left "Trigger" | S | R = Right "Trigger" | +/o | S = Start button | --------- | --------- X = X button | | Y = Y button | | Z = Z button | | +/o = Mode switch | | ----------------------------------------------------------------------------- Notes: The controls on the Analog/3D controller will have different functions depending on the setting of the digital/analog Mode switch on the face of the controller, and whether or not the "Analog controller" code has been toggled. See below for more information on Analog/3D controller functions. The A, B and C buttons, and the Analog and Digital controls are not used when tapping in cheat codes. o Sega Saturn Analog/3D controller, default functions (before using code): Digital mode (switch left) | Analog mode (switch right) ---------------------------|--------------------------- (o) = No function | (o) = Forward/Back/Turn (+) = Forward/Back/Turn | (+) = No function A = Fire | A = Fire B = Jump | B = Jump C = No function | C = No function L = Strafe left | L = Strafe left R = Strafe right | R = Strafe right X = Hold to look with (+) | X = Hold to look with (o) Y = Previous weapon | Y = Previous weapon Z = Next weapon | Z = Next weapon ----------------------------------------------------------------------------- Notes: These are the default functions of the Analog/3D controller before the "Analog controller" code has been toggled on. "Digital mode" means that the mode-selector switch (at the bottom of the face of the controller) is set to the left; "Analog mode" means that the switch is set to the right. o Analog/3D controller, code-enabled functions (code toggled on): Digital mode | Analog mode --------------------|-------------------- (o) = No function | (o) = Look/Turn (+) = Turn | (+) = No function A = Previous weapon | A = Previous weapon B = Backpedal | B = Backpedal C = Strafe right | C = Strafe right L = Fire | L = Fire R = Jump | R = Jump X = Next weapon | X = Next weapon Y = Strafe left | Y = Strafe left Z = Move forward | Z = Move forward ----------------------------------------------------------------------------- Notes: These are the functions of the Analog/3D controller when the "Analog controller" code has been toggled on. Note that while this code is toggled on, a player will be unable to customize controls, and the "RESET TO DEFAULTS" item on the Options menu will have no effect. Analog and digital modes are similar, but in digital mode the player will be unable to look up or down. In analog mode, the player cannot look straight up or down (to a maximum of 90 degrees in each direction), as is possible when the code is not in effect. o Analog/3D controller, fallback functions (code toggled on, then off): Digital mode | Analog mode ------------------------|------------------------ (o) = No function | (o) = Forward/Back/Turn (+) = Forward/Back/Turn | (+) = No function A = Previous weapon | A = Previous weapon B = No function | B = No function C = Strafe right | C = Strafe right L = Fire | L = Fire R = Jump | R = Jump X = Next weapon | X = Next weapon Y = Strafe left | Y = Strafe left Z = No function | Z = No function ----------------------------------------------------------------------------- Notes: These are the "fallback" functions of the Analog/3D controller after the "Analog controller" code has been toggled on, then toggled off again. To fully restore the default, pre-code functions to an Analog/3D controller, first toggle the code off, then select the "RESET TO DEFAULTS" item on the Options menu. o Map level warp guide for Saturn Quake: Map name | Map ID ---------------------|---------- TITLE................|.TITLE.LEV ---------------------|---------- ENTRANCE.............|.START.LEV ---------------------|---------- SLIPGATE COMPLEX.....|.E1L1.LEV. CASTLE OF THE DAMNED.|.E1L2.LEV. THE NECROPOLIS.......|.E1L3.LEV. THE GRISLY GROTTO....|.E1L4.LEV. GLOOM KEEP...........|.E1L5.LEV. THE DOOR TO CHTHON...|.E1L6.LEV. THE HOUSE OF CHTHON..|.E1L7.LEV. ---------------------|---------- THE INSTALLATION.....|.E2L1.LEV. OGRE CITADEL.........|.E2L2.LEV. CRYPT OF DECAY.......|.E2L3.LEV. THE EBON FORTRESS....|.E2L4.LEV. THE WIZARD'S MANSE...|.E2L5.LEV. THE DISMAL OUBLIETTE.|.E2L6.LEV. ---------------------|---------- TERMINATION CENTRAL..|.E3L1.LEV. THE VAULTS OF ZIN....|.E3L2.LEV. THE TOMB OF TERROR...|.E3L3.LEV. SATAN'S DARK DELIGHT.|.E3L4.LEV. WIND TUNNELS.........|.E3L5.LEV. CHAMBERS OF TORMENT..|.E3L6.LEV. ---------------------|---------- THE SEWAGE SYSTEM....|.E4L1.LEV. THE TOWER OF DESPAIR.|.E4L2.LEV. THE ELDER GOD SHRINE.|.E4L3.LEV. THE PALACE OF HATE...|.E4L4.LEV. HELL'S ATRIUM........|.E4L5.LEV. THE PAIN MAZE........|.E4L6.LEV. AZURE AGONY..........|.E4L7.LEV. ---------------------|---------- PURGATORIUM..........|.E4L8.LEV. HELL'S AERIE.........|.E4L9.LEV. THE COLISEUM.........|.E4L10.LEV WATERY GRAVE.........|.E4L11.LEV ---------------------|---------- SHUB-NIGGURATH'S PIT.|.END.LEV.. ----------------------------------------------------------------------------- Notes: The "TITLE" map (TITLE.LEV) is not a map that the player character can actually enter or play on. Warping to TITLE.LEV is equivalent to selecting QUIT from the Main menu. Maps E4L8, E4L9, E4L10 and E4L11 are the secret levels for Episodes 1, 2, 3 and 4, respectively. 5. SEGA SATURN QUAKE: "EASTER EGGS" =================================== o In this document, the Saturn Quake codes are divided into two categories: "cheat codes" and "Easter eggs". This section covers the Easter-egg codes; See the preceding section for the main cheat codes, controller descriptions and functions, and the list of maps accessible in the game. o In general, the Saturn Quake "Easter egg" codes make minor cosmetic changes in the game, or reveal hidden messages, artwork, etc. o Notes: In Sega Saturn Quake, cheat codes are entered while the game's Options menu is displayed. To use a code, first press Start to pause the game, then select OPTIONS to bring up the Options menu, and move the triangular pointer to the correct menu item (represented in the codes below by initials in parentheses). When entering a code, each of the buttons must be tapped in rapid succession, or the code may be rejected. When a code is accepted, a confirmation message flashes at the center of the screen, behind the Options menu (pressing Start at this point will close the Options menu, making the message easier to read). o Note that all codes use only the left and right shoulder/trigger buttons, and the X, Y and Z buttons; The D-pad (Directional/Digital pad) is not used. o Easter-egg codes (entered rapidly while Options-menu items are highlighted): (S) R R L R X Y Z X Y Z: At E1L2, end game, view credits (art/music type 1) (S) R L X Y Z R L X Y Z: At E1L5, end game, view credits (art/music type 2) (S) R X L Z L R Y L R Y: At E4L1/E4L2, exit to E4L10 and alter E4L10 enemies (S) R Z L X Y L R Y L R: Toggle rain (wherever maps are open to sky) on/off (S) Y Z X Z Y L R Y L R: Art replaces Quake logo when loading new Episodes (AT) R L X Y Z R L X Y Z: Toggle "tracer" nails on/off (20% to 40% of nails) (AT) Z Z Y Y X X X Y Z Z: Displays message "PPS HEART JAO" ----------------------------------------------------------------------------- Notes: Before entering codes, pause the game, bring up the Options menu, and move the pointer to the appropriate item. Tap the code buttons rapidly to activate the code and display a confirmation message behind the Options menu. In the codes above, Options-menu items are abbreviated in parentheses, where "(S)" is "STEREO" and "(AT)" is "AUTO TARGETING". Note that "L" and "R" in the codes refer to the left and right "shoulder" or "trigger" buttons (along the top edge of a standard Saturn controller). The "type 1 credits" code can only be invoked in a special place on map E1L2 ("CASTLE OF THE DAMNED"). To reach the correct spot, proceed straight from the map's entry point across the first short bridge, then up the steps and around to the long, flat bridge. In the middle of this bridge, stand on the right half (facing towards the round, red window in the wall overhead). The code can be activated here. The "type 2 credits" code can only be invoked in a special place on map E1L5 ("GLOOM KEEP"). To reach the correct spot, step out of the starting-point cave, and on to the very short bridge leading to the main castle. On this bridge, turn right and drop into the water. Sink beneath the surface and follow the right-hand wall to an underwater opening on the right. Swim into the opening, then swim up to surface inside a small enclosed cave. Climb out and up onto the small platform ahead. The code can be activated here. While the "type 2"/special-background credits are shown, the C button can be pressed to manually advance from one background scene to the next. Activating the "exit to altered E4L10" code is equivalent to stepping into an exit (the tally screen is shown, the player may save the game in progress, etc.). The game then resumes on map E4L10 ("THE COLISEUM"), and the monsters will have alternate costumes or markings. Upon exiting E4L10, the game will resume on map E3L5 ("WIND TUNNELS"), and continue normally from there. The "exit to altered E4L10" code can only be used in special places on maps E4L1 ("THE SEWAGE SYSTEM") and E4L2 ("THE TOWER OF DESPAIR"). To reach the correct spot on map E4L1, open the first locked door with the gold keycard, and follow the path around to the right, and up a short ramp. Hanging above the top of the ramp is a flickering light; Jump straight up into that light, and a wall panel will open nearby. Step into this new opening and walk over to stand on the platform where a window looks down into the hallway. The code can be activated here. On map E4L2, take the left-hand passage from the starting room, and step into the pool of water to drop down into the lower underground area. Proceed through the dark tunnels, bearing left, to a large room with a small "cage" suspended from the ceiling. Go up the ramps, jump to the nearby wooden beam, then climb the beams and jump into the cage. The code can be activated here. Toggling the "rain" code on or off will have no effect on map levels where rain occurs naturally. The "art replacement" code provides a more typical game-art screen as a replacement for the simple "Quake" logo screen that is normally shown when loading the first map of each new Episode. The "tracer nails" code affects some of the nails fired by player nailguns, causing about 40% of regular-nailgun nails, and about 20% of super-nailgun nails, to emit a burning glow/streak while in motion. o Interaction of "Easter egg" codes with other game functions in Saturn Quake: | Can | Kept in | Exit/Warp | Death | New game Description of function | toggle | saved | cancels | cancels | cancels or mode | code | games | code | code | code ------------------------|--------|---------|-----------|----------|--------- End game, view credits..|.No.....|.N/A.....|.N/A.......|.N/A......|.Yes..... Exit to altered E4L10...|.No.....|.Yes.....|.N/A.......|.N/A......|.N/A..... Rainfall on/off.........|.Yes....|.Yes.....|.No........|.Pre-exit.|.Yes..... Art before each Episode.|.Yes....|.Yes.....|.No........|.Pre-exit.|.Yes..... Nailgun nail tracers....|.Yes....|.Yes.....|.No........|.Pre-exit.|.Yes..... ----------------------------------------------------------------------------- Notes: "N/A" is "Not Applicable". "Pre-exit" means that the effects of the code may be cancelled if the player character is killed before leaving the current map by exiting or warping. o See the preceding section for the main cheat codes, controller descriptions and functions, and the list of maps accessible in the game. o In addition to the codes above, other graphic and audio "Easter eggs" can be found in this game. (Access http://Ledmeister.com/q1sat-ee.htm for further information.) 6. GLOSSARY =========== o Quick-reference glossary for terms used in this document: ANALOG/3D CONTROLLER: Large, analog/digital-combo controller for Sega Saturn. COMMAND-LINE PARAMETER: A command suffix typed after the (PC-game) filename. CONSOLE: General: A video-game system; PC Quake: A drop-down user interface. DEATHMATCH: Player-versus-player gameplay. PC Quake allows Teams, monsters. EASTER EGG: Hidden art/music/message that is revealed by a code or procedure. EPISODE (also DIMENSION): Map levels organized/combined in a distinct group. FRAG: The killing of a player by any player during a multiplayer Quake game. MAP LEVEL: Term used to distinguish "level" (environment) from "skill level". N64: An abbreviation used for the Nintendo 64 video game console (1996-2002). PC: Refers to the Quake games for the PC, Macintosh, and/or other computers. SATURN: A shorthand term for the Sega Saturn video game console (1994-2000). TALLY SCREEN: Shows Kills, Items and Secrets scored on a completed map level. TILDE KEY: Modern-computer keyboard key, with tilde and grave-accent symbols. TOGGLE: To change between 2 (or more) states by repeating a single procedure. WALK THROUGH WALLS: Refers to a cheat mode for moving through solid surfaces. WARP/WARPING: Allows quick transfer to a new map level without using an Exit. ------------------------------------------------------------------------------- Copyright (C) 1997-2020 Ledmeister.com -------------------------------------------------------------------------------